From dee94f5dae9e6b5ae6c7b54a12a567745abc8dc3 Mon Sep 17 00:00:00 2001 From: tobigun Date: Tue, 5 Feb 2008 20:36:19 +0000 Subject: General: - cleanup and adaption of SingDrawOscilloscope Portaudio/SDL audio output: - stuttering in portaudio output has been fixed (SDL_MixBuffers cannot be used without initializing the SDL audio stuff first, so it is not usable with portaudio. Now SDL is used for audio-output instead of portaudio (although the file-name is UAudioPlayback_Portaudio.pas at the moment). - cleaner file closing - volume adjustment UMusic: - cleanup of the audio-interfaces - introduced TNoteType = (ntFreestyle, ntNormal, ntGolden) - some bug-fixes - introduced TSoundLibrary. This is library for all in-game sounds used by USDX. Instead of calling AudioPlayer.PlaySwoosh you should call AudioPlayer.PlaySound(SoundLib.Swoosh) now. You might call SoundLib.Swoosh.Play too, but this is not recommended at the moment because SoundLib.Swoosh could be nil if the file was not found. The SoundLibrary approach is much cleaner than the previous one. The AudioPlayer does not have to specify a Play... and Stop... method for every available sound anymore. In addition it is not an AudioPlayers responsibility to init the in-game sounds. URecord: - polish to english translation of some variables - CaptureSoundLeft/Right is CaptureChannel[0/1] now - TSoundCardInput -> TAudioInputDeviceSource - TGenericSoundCard.Input -> TGenericSoundCard.Source - autocorrelation algorithm more readable now - Clean-up of the audio-input interface - moved cloned code of the input-classes to one base class (TAudioInputBase) - Cleaner finalization - Start-/StopCapture will not crash anymore in the recording-options menu - Fixed several bugs in the autocorrelation stuff (e.g. wrong usage of $10000) - SzczytJest (now ToneValid) was not used correctly. ToneValid is set to true if a valid tone was found (= the sound was louder than the threshold -> no background noise). If i remember correctly the sound was accepted although the tone was invalid. So the old data was used although noone was singing. This resulted in some sort of ghost-singer effect. UIni: - moved TIni.Card to TScreenOptionsRecord.Card because it is not stored in the ini-file and will not be in the future. - TIni.CardList ist now TIni.InputDeviceConfig. The name cardlist was misleading because it just specifies input- but no output-devices. In addition a soundcard can have multiple input-devices (at least in linux). - bugfix on InputDeviceConfig (formerly CardList) usage. USDX expected that the indices of the corresponding elements in TIni.InputDeviceConfig[] and TAudioInputProcessor.Device[] were the same. This is wrong. If device 2 was defined at first place in the ini and device 1 at the second, the indices of the two arrays didn't match (they were swapped) erroneously. To fix this and to support the item listed below the index to TIni.InputDeviceConfig[] is now stored in TAudioInputDevice.CfgIndex. NOTE: InputDeviceConfig[] contains configurations of non-available (unplugged) devices. Iterate over TAudioInputProcessor.Device[] for available devices. - configurations of external devices that are not plugged in will not be deleted anymore. - multiple definitions of one device in the ini-file will not crash USDX anymore - CardList[I].ChannelL/R now are InputDeviceConfig[I].ChannelToPlayerMap[0/1]. I think the new name is more intuitive because it maps a channel to a player number. Now the both vars are joint to one array. Now it is possible to use loops to process them and we might support more than two input channels on one device in the future (if such devices exist) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@827 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Screens/UScreenCredits.pas | 2804 +++++++++++++------------- Game/Code/Screens/UScreenEdit.pas | 6 +- Game/Code/Screens/UScreenEditConvert.pas | 4 +- Game/Code/Screens/UScreenEditSub.pas | 2 +- Game/Code/Screens/UScreenLevel.pas | 4 +- Game/Code/Screens/UScreenMain.pas | 18 +- Game/Code/Screens/UScreenName.pas | 4 +- Game/Code/Screens/UScreenOpen.pas | 6 +- Game/Code/Screens/UScreenOptions.pas | 18 +- Game/Code/Screens/UScreenOptionsAdvanced.pas | 8 +- Game/Code/Screens/UScreenOptionsGame.pas | 8 +- Game/Code/Screens/UScreenOptionsGraphics.pas | 8 +- Game/Code/Screens/UScreenOptionsLyrics.pas | 8 +- Game/Code/Screens/UScreenOptionsRecord.pas | 444 ++-- Game/Code/Screens/UScreenOptionsSound.pas | 8 +- Game/Code/Screens/UScreenOptionsThemes.pas | 8 +- Game/Code/Screens/UScreenPartyNewRound.pas | 4 +- Game/Code/Screens/UScreenPartyOptions.pas | 8 +- Game/Code/Screens/UScreenPartyPlayer.pas | 2 +- Game/Code/Screens/UScreenPartyScore.pas | 4 +- Game/Code/Screens/UScreenPartyWin.pas | 4 +- Game/Code/Screens/UScreenSing.pas | 2 +- Game/Code/Screens/UScreenSingModi.pas | 38 +- Game/Code/Screens/UScreenSong.pas | 52 +- Game/Code/Screens/UScreenSongJumpto.pas | 2 +- Game/Code/Screens/UScreenSongMenu.pas | 2 +- Game/Code/Screens/UScreenStatDetail.pas | 4 +- Game/Code/Screens/UScreenStatMain.pas | 6 +- 28 files changed, 1768 insertions(+), 1718 deletions(-) (limited to 'Game/Code/Screens') diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas index d5c9bebc..925d62cc 100644 --- a/Game/Code/Screens/UScreenCredits.pas +++ b/Game/Code/Screens/UScreenCredits.pas @@ -1,1402 +1,1402 @@ -unit UScreenCredits; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - - -uses - UMenu, - SDL, - SDL_Image, - UDisplay, - UTexture, - OpenGL12, - UMusic, - UFiles, - SysUtils, - UThemes, - ULCD, - ULight, - UGraphicClasses; - -type - TCreditsStages=(InitialDelay,Intro,MainPart,Outro); - - TScreenCredits = class(TMenu) - public - - Credits_X: Real; - Credits_Time: Cardinal; - Credits_Alpha: Cardinal; - CTime: Cardinal; - CTime_hold: Cardinal; - ESC_Alpha: Integer; - - credits_entry_tex: TTexture; - credits_entry_dx_tex: TTexture; - credits_bg_tex: TTexture; - credits_bg_ovl: TTexture; -// credits_bg_logo: TTexture; - credits_bg_scrollbox_left: TTexture; - credits_blindguard: TTexture; - credits_blindy: TTexture; - credits_canni: TTexture; - credits_commandio: TTexture; - credits_lazyjoker: TTexture; - credits_mog: TTexture; - credits_mota: TTexture; - credits_skillmaster: TTexture; - credits_whiteshark: TTexture; - intro_layer01: TTexture; - intro_layer02: TTexture; - intro_layer03: TTexture; - intro_layer04: TTexture; - intro_layer05: TTexture; - intro_layer06: TTexture; - intro_layer07: TTexture; - intro_layer08: TTexture; - intro_layer09: TTexture; - outro_bg: TTexture; - outro_esc: TTexture; - outro_exd: TTexture; - - deluxe_slidein: cardinal; - - CurrentScrollText: String; - NextScrollUpdate: Real; - EndofLastScrollingPart: Cardinal; - CurrentScrollStart, CurrentScrollEnd: Integer; - - CRDTS_Stage: TCreditsStages; - - myTex: glUint; - mysdlimage,myconvertedsdlimage: PSDL_Surface; - - Fadeout: boolean; - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - procedure onShow; override; - procedure onHide; override; - procedure DrawCredits; - procedure Draw_FunkyText; - end; - -const - Funky_Text: AnsiString = - 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+ - 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+ - 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ - 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; - - - Timings: array[0..21] of Cardinal=( - 20, // 0 Delay vor Start - - 149, // 1 Ende erster Intro Zoom - 155, // 2 Start 2. Action im Intro - 170, // 3 Ende Separation im Intro - 271, // 4 Anfang Zoomout im Intro - 0, // 5 unused - 261, // 6 Start fade-to-white im Intro - - 271, // 7 Start Main Part - 280, // 8 Start On-Beat-Sternchen Main Part - - 396, // 9 Start BlindGuard - 666, // 10 Start blindy - 936, // 11 Start Canni - 1206, // 12 Start Commandio - 1476, // 13 Start LazyJoker - 1746, // 14 Start Mog - 2016, // 15 Start Mota - 2286, // 16 Start SkillMaster - 2556, // 17 Start WhiteShark - 2826, // 18 Ende Whiteshark - 3096, // 19 Start FadeOut Mainscreen - 3366, // 20 Ende Credits Tune - 60); // 21 start flare im intro - - - sdl32bpprgba: TSDL_Pixelformat=(palette: nil; - BitsPerPixel: 32; - BytesPerPixel: 4; - Rloss: 0; - Gloss: 0; - Bloss: 0; - Aloss: 0; - Rshift: 0; - Gshift: 8; - Bshift: 16; - Ashift: 24; - Rmask: $000000ff; - Gmask: $0000ff00; - Bmask: $00ff0000; - Amask: $ff000000; - colorkey: 0; - alpha: 255 ); - - -implementation - -uses {$IFDEF win32} - windows, - {$ELSE} - lclintf, - {$ENDIF} - ULog, - UGraphic, - UMain, - UIni, - USongs, - Textgl, - ULanguage, - UCommon, - Math, - dialogs; - - -function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - case PressedKey of - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - FadeTo(@ScreenMain); - AudioPlayback.PlayBack; - end; -{ SDLK_SPACE: - begin - setlength(CTime_hold,length(CTime_hold)+1); - CTime_hold[high(CTime_hold)]:=CTime; - end; -} - end;//esac - end; //fi -end; - -constructor TScreenCredits.Create; -begin - inherited Create; - - credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0); - credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0); - - credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0); - credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0); - credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0); - credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0); - credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0); - credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0); - credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0); - credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0); - credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0); - - intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0); - intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0); - intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0); - intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0); - intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0); - intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0); - intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0); - intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0); - intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0); - - outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0); - outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0); - outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0); - - CRDTS_Stage:=InitialDelay; -end; - -function TScreenCredits.Draw: boolean; -begin - DrawCredits; - Draw:=true; -end; - -function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean; -begin - if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and - (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and - (fmt1.Rloss = fmt2.Rloss) and - (fmt1.Gloss = fmt2.Gloss) and - (fmt1.Bloss = fmt2.Bloss) and - (fmt1.Rmask = fmt2.Rmask) and - (fmt1.Gmask = fmt2.Gmask) and - (fmt1.Bmask = fmt2.Bmask) and - (fmt1.Rshift = fmt2.Rshift) and - (fmt1.Gshift = fmt2.Gshift) and - (fmt1.Bshift = fmt2.Bshift) - then - pixfmt_eq:=True - else - pixfmt_eq:=False; -end; - -function inttohexstr(i: cardinal):pchar; -var helper, i2, c:cardinal; - tmpstr: string; -begin - helper:=0; - i2:=i; - tmpstr:=''; - for c:=1 to 8 do - begin - helper:=(helper shl 4) or (i2 and $f); - i2:=i2 shr 4; - end; - for c:=1 to 8 do - begin - i2:=helper and $f; - helper := helper shr 4; - case i2 of - 0: tmpstr:=tmpstr+'0'; - 1: tmpstr:=tmpstr+'1'; - 2: tmpstr:=tmpstr+'2'; - 3: tmpstr:=tmpstr+'3'; - 4: tmpstr:=tmpstr+'4'; - 5: tmpstr:=tmpstr+'5'; - 6: tmpstr:=tmpstr+'6'; - 7: tmpstr:=tmpstr+'7'; - 8: tmpstr:=tmpstr+'8'; - 9: tmpstr:=tmpstr+'9'; - 10: tmpstr:=tmpstr+'a'; - 11: tmpstr:=tmpstr+'b'; - 12: tmpstr:=tmpstr+'c'; - 13: tmpstr:=tmpstr+'d'; - 14: tmpstr:=tmpstr+'e'; - 15: tmpstr:=tmpstr+'f'; - end; - end; - inttohexstr:=pchar(tmpstr); -end; - -procedure TScreenCredits.onShow; -begin - CRDTS_Stage:=InitialDelay; - Credits_X := 580; - deluxe_slidein := 0; - Credits_Alpha := 0; - //Music.SetLoop(true); Loop looped ned, so ne scheisse - AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! -// Music.Play; - CTime:=0; -// setlength(CTime_hold,0); - - mysdlimage:=IMG_Load('test.png'); - if assigned(mysdlimage) then - begin - {$IFNDEF FPC} - showmessage('opened image via SDL_Image'+#13#10+ - 'Width: '+inttostr(mysdlimage^.w)+#13#10+ - 'Height: '+inttostr(mysdlimage^.h)+#13#10+ - 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+ - 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+ - 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+ - 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+ - 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+ - 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+ - 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+ - 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+ - 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+ - 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+ - 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+ - 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+ - 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+ - 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+ - 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+ - 'Alpha: '+inttostr(mysdlimage^.format.Alpha)); - - if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then - showmessage('equal pixelformats') - else - showmessage('different pixelformats'); - {$ENDIF} - - myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE); - glGenTextures(1,@myTex); - glBindTexture(GL_TEXTURE_2D, myTex); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0, - GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels ); - SDL_FreeSurface(mysdlimage); - SDL_FreeSurface(myconvertedsdlimage); - end - else - {$IFDEF FPC} - writeln( 'could not open file - test.png'); - {$ELSE} - showmessage('could not open file - test.png'); - {$ENDIF} - -end; - -procedure TScreenCredits.onHide; -begin - AudioPlayback.Stop; -end; - -Procedure TScreenCredits.Draw_FunkyText; -var - S: Integer; - X,Y,A: Real; - visibleText: PChar; -begin - SetFontSize(10); - //Init ScrollingText - if (CTime = Timings[7]) then - begin - //Set Position of Text - Credits_X := 600; - CurrentScrollStart:=1; - CurrentScrollEnd:=1; - end; - - if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then - begin - X:=0; - visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); - for S := 0 to length(visibleText)-1 do begin - Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi)); - SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000); - A:=0; - if (Credits_X+X < 15) then A:=0; - if (Credits_X+X >=15) then A:=Credits_X+X-15; - if Credits_X+X > 32 then A:=17; - glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17); - glPrintLetter(visibleText[S]); - X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; - end; - if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin - Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; - inc(CurrentScrollStart); - end; - visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); - if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin - inc(CurrentScrollEnd); - end; - end; -{ // timing hack - X:=5; - SetFontStyle (2); - SetFontItalic(False); - SetFontSize(9); - glColor4f(1, 1, 1, 1); - for S:=0 to high(CTime_hold) do begin - visibleText:=pchar(inttostr(CTime_hold[S])); - SetFontPos (500, X); - glPrint (Addr(visibleText[0])); - X:=X+20; - end;} -end; - -procedure Start3D; -begin - glMatrixMode(GL_PROJECTION); - glPushMatrix; - glLoadIdentity; - glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity; -end; -procedure End3D; -begin - glMatrixMode(GL_PROJECTION); - glPopMatrix; - glMatrixMode(GL_MODELVIEW); -end; - -procedure TScreenCredits.DrawCredits; -var - T,I: Cardinal; - X: Real; - Ver: PChar; - RuntimeStr: AnsiString; - Data: TFFTData; - j,k,l:cardinal; - f,g,h: Real; - STime:cardinal; - Delay:cardinal; - - myPixel: longword; - myColor: Cardinal; - myScale: Real; - myAngle: Real; - - -const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24), - (154,31),(156,58),(168,32),(203,36), - (258,34),(251,50),(274,93),(294,84), - (232,54),(278,62),(319,34),(336,92), - (347,23),(374,32),(377,58),(361,83), - (385,91),(405,91),(429,35),(423,51), - (450,32),(485,34),(444,91),(486,93)); - -begin - //dis does teh muiwk y0r - Data := AudioPlayback.GetFFTData; - - Log.LogStatus('',' JB-1'); - - T := GetTickCount div 33; - if T <> Credits_Time then - begin - Credits_Time := T; - inc(CTime); - inc(CTime_hold); - Credits_X := Credits_X-2; - - Log.LogStatus('',' JB-2'); - if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then - begin -// CTime:=Timings[20]; -// CRDTS_Stage:=Outro; - - CRDTS_Stage:=Intro; - CTime:=0; - AudioPlayback.Play; - - end; - if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then - begin - CRDTS_Stage:=MainPart; - end; - if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then - begin - CRDTS_Stage:=Outro; - end; - end; - - Log.LogStatus('',' JB-3'); - - //draw background - if CRDTS_Stage=InitialDelay then - begin - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - end - else - if CRDTS_Stage=Intro then - begin - Start3D; - glPushMatrix; - - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - if CTime < Timings[1] then begin - myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together - myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera - end else begin // this is the part when the logo stands still - myScale:=0.5; - myAngle:=0; - end; - if CTime > Timings[2] then begin - myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers - myAngle:=0; - end; -// if CTime > Timings[3] then myScale:=1; // keep the space between layers - glTranslatef(0,0,-5+0.5*myScale); - if CTime > Timings[3] then myScale:=1; // keep the space between layers - if CTime > Timings[3] then begin // make logo rotate left and grow -// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]); - glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1); - glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1); - end; - if CTime < Timings[2] then - glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0); -// glScalef(0.5,0.5,0.5); - glScalef(4/3,-1,1); - glColor4f(1, 1, 1, 1); - - glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale); - glEnd; - gldisable(gl_texture_2d); - glDisable(GL_BLEND); - - glPopMatrix; - End3D; - - // do some sparkling effects - if (CTime < Timings[1]) and (CTime > Timings[21]) then - begin - for k:=1 to 3 do begin - l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5); - j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301); - GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0); - end; - end; - - // fade to white at end - if Ctime > Timings[6] then - begin - glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6])); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glVertex2f(0,0); - glVertex2f(0,600); - glVertex2f(800,600); - glVertex2f(800,0); - glEnd; - glDisable(GL_BLEND); - end; - - end; - if (CRDTS_Stage=MainPart) then - // main credits screen background, scroller, logo and girl - begin - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glColor4f(1, 1, 1, 1); - glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(0, 0); - glTexCoord2f(0,600/1024);glVertex2f(0, 600); - glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); - glTexCoord2f(800/1024,0);glVertex2f(800, 0); - glEnd; - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - - // draw scroller - Draw_FunkyText; - -//######################################################################### -// draw credits names - - -Log.LogStatus('',' JB-4'); - -// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) - STime:=Timings[9]-10; - Delay:=Timings[10]-Timings[9]; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(0,329,0); - if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end; - gltranslatef(223,0,0); - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - gltranslatef(223,0,0); - glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1); - gltranslatef(-223,0,0); - end; - glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) - STime:=Timings[10]-10; - Delay:=Timings[11]-Timings[10]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+20) and (CTime<=STime+22) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+20 then begin - j:=CTime-Stime; - glscalef(j*j/400,j*j/400,j*j/400); - glrotatef(j*18.0,0,0,1); - end; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - f:=j*10.0; - gltranslatef(f*3,-f,0); - glscalef(1+j/10,1+j/10,1+j/10); - glrotatef(j*9.0,0,0,1); - end; - glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Canni (von links reinschieben, nach rechts oben rausschieben) - STime:=Timings[11]-10; - Delay:=Timings[12]-Timings[11]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then begin - gltranslatef(((CTime-STime)*21.0)-210,0,0); - end; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=(CTime-(STime+Delay-10))*21; - gltranslatef(j,-j/2,0); - end; - glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Commandio (von unten reinklappen, nach rechts oben rausklappen) - STime:=Timings[12]-10; - Delay:=Timings[13]-Timings[12]; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then - f:=258.0-25.8*(CTime-STime) - else - f:=0; - g:=0; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - g:=32.6*j; - end; - glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2); - glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326)); - glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4); - glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) - STime:=Timings[13]-35; - Delay:=Timings[14]-Timings[13]+5; - if CTime > STime then - begin - k:=0; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20; - ESC_Alpha:=10; - f:=CTime-STime; - if CTime <=STime+40 then j:=CTime-STime else j:=40; - if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600); - - glPushMatrix; - gltranslatef(180+(f-70),329,0); - glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Mog (von links reinklappen, nach rechts unten rausklappen) - STime:=Timings[14]-10; - Delay:=Timings[15]-Timings[14]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then - f:=326.0-32.6*(CTime-STime) - else - f:=0; - - g:=0; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - g:=32.6*j; - end; - glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5); - glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g); - glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4); - glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) - STime:=Timings[15]-10; - Delay:=Timings[16]-Timings[15]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then begin - gltranslatef(223,0,0); - glrotatef((10-(CTime-STime))*9,0,0,1); - gltranslatef(-223,0,0); - end; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - f:=j*10.0; - gltranslatef(-f*2,-f,0); - glscalef(1-j/10,1-j/10,1-j/10); - glrotatef(-j*9.0,0,0,1); - end; - glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) - STime:=Timings[16]-10; - Delay:=Timings[17]-Timings[16]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then begin - j:=STime+10-CTime; - f:=j*10.0; - gltranslatef(+f*2,+f/2,0); - end; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - gltranslatef(0,-223,0); - glrotatef(integer(j)*-9,0,0,1); - gltranslatef(0,223,0); - glrotatef(j*9,0,0,1); - end; - glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) - STime:=Timings[17]-10; - Delay:=Timings[18]-Timings[17]; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then - f:=326.0-32.6*(CTime-STime) - else - f:=0; - - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - g:=32.6*j; - end else - g:=0; - glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2); - glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4); - glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4); - glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - - - Log.LogStatus('',' JB-103'); - -// #################################################################### -// do some twinkle stuff (kinda on beat) - if (CTime > Timings[8] ) and - (CTime < Timings[19] ) then - begin - k := 0; - - try - for j:=0 to 40 do - begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then - begin - if Data[j] >= Data[k] then - k:=j; - end; - end; - except - end; - - if Data[k]>0.2 then - begin - l := RandomRange(6,16); - j := RandomRange(0,27); - - GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0); - end; - end; - -//################################################# -// draw the rest of the main screen (girl and logo - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(1, 1, 1, 1); - glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(800-393, 0); - glTexCoord2f(0,600/1024);glVertex2f(800-393, 600); - glTexCoord2f(393/512,600/1024); glVertex2f(800, 600); - glTexCoord2f(393/512,0);glVertex2f(800, 0); - glEnd; -{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(0, 0); - glTexCoord2f(0,112/128);glVertex2f(0, 112); - glTexCoord2f(497/512,112/128); glVertex2f(497, 112); - glTexCoord2f(497/512,0);glVertex2f(497, 0); - glEnd; -} - gldisable(gl_texture_2d); - glDisable(GL_BLEND); - - // fade out at end of main part - if Ctime > Timings[19] then - begin - glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19])); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glVertex2f(0,0); - glVertex2f(0,600); - glVertex2f(800,600); - glVertex2f(800,0); - glEnd; - glDisable(GL_BLEND); - end; - end - else - if (CRDTS_Stage=Outro) then - begin - if CTime=Timings[20] then begin - CTime_hold:=0; - AudioPlayback.Stop; - AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3'); - AudioPlayback.Play; - AudioPlayback.SetVolume(20); - AudioPlayback.SetLoop(True); - end; - if CTime_hold > 231 then begin - AudioPlayback.Play; - Ctime_hold:=0; - end; - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - // do something useful - // outro background - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glColor4f(1, 1, 1, 1); - glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(0, 0); - glTexCoord2f(0,600/1024);glVertex2f(0, 600); - glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); - glTexCoord2f(800/1024,0);glVertex2f(800, 0); - glEnd; - - //outro overlays - glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3); - glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(0, 0); - glTexCoord2f(0,223/256);glVertex2f(0, 223); - glTexCoord2f(487/512,223/256); glVertex2f(487, 223); - glTexCoord2f(487/512,0);glVertex2f(487, 0); - glEnd; - - ESC_Alpha:=20; - if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then - ESC_Alpha:=0 - else inc(ESC_Alpha); - if ESC_Alpha > 20 then ESC_Alpha:=20; - glColor4f(1, 1, 1, ESC_Alpha/20); - glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(800-310, 600-247); - glTexCoord2f(0,247/256);glVertex2f(800-310, 600); - glTexCoord2f(310/512,247/256); glVertex2f(800, 600); - glTexCoord2f(310/512,0);glVertex2f(800, 600-247); - glEnd; - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - - // outro scrollers? - // ... - end; - -{ // draw credits runtime counter - SetFontStyle (2); - SetFontItalic(False); - SetFontSize(9); - SetFontPos (5, 5); - glColor4f(1, 1, 1, 1); -// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); - RuntimeStr:='CTime: '+inttostr(CTime); - glPrint (Addr(RuntimeStr[1])); -} - - - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glColor4f(1, 1, 1, 1); - glBindTexture(GL_TEXTURE_2D, myTex); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(100, 100); - glTexCoord2f(0,1);glVertex2f(100, 200); - glTexCoord2f(1,1); glVertex2f(200, 200); - glTexCoord2f(1,0);glVertex2f(200, 100); - glEnd; - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - - - // make the stars shine - GoldenRec.Draw; -end; - -end. +unit UScreenCredits; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +uses + UMenu, + SDL, + SDL_Image, + UDisplay, + UTexture, + OpenGL12, + UMusic, + UFiles, + SysUtils, + UThemes, + ULCD, + ULight, + UGraphicClasses; + +type + TCreditsStages=(InitialDelay,Intro,MainPart,Outro); + + TScreenCredits = class(TMenu) + public + + Credits_X: Real; + Credits_Time: Cardinal; + Credits_Alpha: Cardinal; + CTime: Cardinal; + CTime_hold: Cardinal; + ESC_Alpha: Integer; + + credits_entry_tex: TTexture; + credits_entry_dx_tex: TTexture; + credits_bg_tex: TTexture; + credits_bg_ovl: TTexture; +// credits_bg_logo: TTexture; + credits_bg_scrollbox_left: TTexture; + credits_blindguard: TTexture; + credits_blindy: TTexture; + credits_canni: TTexture; + credits_commandio: TTexture; + credits_lazyjoker: TTexture; + credits_mog: TTexture; + credits_mota: TTexture; + credits_skillmaster: TTexture; + credits_whiteshark: TTexture; + intro_layer01: TTexture; + intro_layer02: TTexture; + intro_layer03: TTexture; + intro_layer04: TTexture; + intro_layer05: TTexture; + intro_layer06: TTexture; + intro_layer07: TTexture; + intro_layer08: TTexture; + intro_layer09: TTexture; + outro_bg: TTexture; + outro_esc: TTexture; + outro_exd: TTexture; + + deluxe_slidein: cardinal; + + CurrentScrollText: String; + NextScrollUpdate: Real; + EndofLastScrollingPart: Cardinal; + CurrentScrollStart, CurrentScrollEnd: Integer; + + CRDTS_Stage: TCreditsStages; + + myTex: glUint; + mysdlimage,myconvertedsdlimage: PSDL_Surface; + + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure DrawCredits; + procedure Draw_FunkyText; + end; + +const + Funky_Text: AnsiString = + 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+ + 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+ + 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ + 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; + + + Timings: array[0..21] of Cardinal=( + 20, // 0 Delay vor Start + + 149, // 1 Ende erster Intro Zoom + 155, // 2 Start 2. Action im Intro + 170, // 3 Ende Separation im Intro + 271, // 4 Anfang Zoomout im Intro + 0, // 5 unused + 261, // 6 Start fade-to-white im Intro + + 271, // 7 Start Main Part + 280, // 8 Start On-Beat-Sternchen Main Part + + 396, // 9 Start BlindGuard + 666, // 10 Start blindy + 936, // 11 Start Canni + 1206, // 12 Start Commandio + 1476, // 13 Start LazyJoker + 1746, // 14 Start Mog + 2016, // 15 Start Mota + 2286, // 16 Start SkillMaster + 2556, // 17 Start WhiteShark + 2826, // 18 Ende Whiteshark + 3096, // 19 Start FadeOut Mainscreen + 3366, // 20 Ende Credits Tune + 60); // 21 start flare im intro + + + sdl32bpprgba: TSDL_Pixelformat=(palette: nil; + BitsPerPixel: 32; + BytesPerPixel: 4; + Rloss: 0; + Gloss: 0; + Bloss: 0; + Aloss: 0; + Rshift: 0; + Gshift: 8; + Bshift: 16; + Ashift: 24; + Rmask: $000000ff; + Gmask: $0000ff00; + Bmask: $00ff0000; + Amask: $ff000000; + colorkey: 0; + alpha: 255 ); + + +implementation + +uses {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + ULog, + UGraphic, + UMain, + UIni, + USongs, + Textgl, + ULanguage, + UCommon, + Math, + dialogs; + + +function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + FadeTo(@ScreenMain); + AudioPlayback.PlaySound(SoundLib.Back); + end; +{ SDLK_SPACE: + begin + setlength(CTime_hold,length(CTime_hold)+1); + CTime_hold[high(CTime_hold)]:=CTime; + end; +} + end;//esac + end; //fi +end; + +constructor TScreenCredits.Create; +begin + inherited Create; + + credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0); + credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0); + + credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0); + credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0); + credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0); + credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0); + credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0); + credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0); + credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0); + credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0); + credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0); + + intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0); + intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0); + intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0); + intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0); + intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0); + intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0); + intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0); + intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0); + intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0); + + outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0); + outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0); + outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0); + + CRDTS_Stage:=InitialDelay; +end; + +function TScreenCredits.Draw: boolean; +begin + DrawCredits; + Draw:=true; +end; + +function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean; +begin + if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and + (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and + (fmt1.Rloss = fmt2.Rloss) and + (fmt1.Gloss = fmt2.Gloss) and + (fmt1.Bloss = fmt2.Bloss) and + (fmt1.Rmask = fmt2.Rmask) and + (fmt1.Gmask = fmt2.Gmask) and + (fmt1.Bmask = fmt2.Bmask) and + (fmt1.Rshift = fmt2.Rshift) and + (fmt1.Gshift = fmt2.Gshift) and + (fmt1.Bshift = fmt2.Bshift) + then + pixfmt_eq:=True + else + pixfmt_eq:=False; +end; + +function inttohexstr(i: cardinal):pchar; +var helper, i2, c:cardinal; + tmpstr: string; +begin + helper:=0; + i2:=i; + tmpstr:=''; + for c:=1 to 8 do + begin + helper:=(helper shl 4) or (i2 and $f); + i2:=i2 shr 4; + end; + for c:=1 to 8 do + begin + i2:=helper and $f; + helper := helper shr 4; + case i2 of + 0: tmpstr:=tmpstr+'0'; + 1: tmpstr:=tmpstr+'1'; + 2: tmpstr:=tmpstr+'2'; + 3: tmpstr:=tmpstr+'3'; + 4: tmpstr:=tmpstr+'4'; + 5: tmpstr:=tmpstr+'5'; + 6: tmpstr:=tmpstr+'6'; + 7: tmpstr:=tmpstr+'7'; + 8: tmpstr:=tmpstr+'8'; + 9: tmpstr:=tmpstr+'9'; + 10: tmpstr:=tmpstr+'a'; + 11: tmpstr:=tmpstr+'b'; + 12: tmpstr:=tmpstr+'c'; + 13: tmpstr:=tmpstr+'d'; + 14: tmpstr:=tmpstr+'e'; + 15: tmpstr:=tmpstr+'f'; + end; + end; + inttohexstr:=pchar(tmpstr); +end; + +procedure TScreenCredits.onShow; +begin + CRDTS_Stage:=InitialDelay; + Credits_X := 580; + deluxe_slidein := 0; + Credits_Alpha := 0; + //Music.SetLoop(true); Loop looped ned, so ne scheisse + AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! +// Music.Play; + CTime:=0; +// setlength(CTime_hold,0); + + mysdlimage:=IMG_Load('test.png'); + if assigned(mysdlimage) then + begin + {$IFNDEF FPC} + showmessage('opened image via SDL_Image'+#13#10+ + 'Width: '+inttostr(mysdlimage^.w)+#13#10+ + 'Height: '+inttostr(mysdlimage^.h)+#13#10+ + 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+ + 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+ + 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+ + 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+ + 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+ + 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+ + 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+ + 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+ + 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+ + 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+ + 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+ + 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+ + 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+ + 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+ + 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+ + 'Alpha: '+inttostr(mysdlimage^.format.Alpha)); + + if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then + showmessage('equal pixelformats') + else + showmessage('different pixelformats'); + {$ENDIF} + + myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE); + glGenTextures(1,@myTex); + glBindTexture(GL_TEXTURE_2D, myTex); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0, + GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels ); + SDL_FreeSurface(mysdlimage); + SDL_FreeSurface(myconvertedsdlimage); + end + else + {$IFDEF FPC} + writeln( 'could not open file - test.png'); + {$ELSE} + showmessage('could not open file - test.png'); + {$ENDIF} + +end; + +procedure TScreenCredits.onHide; +begin + AudioPlayback.Stop; +end; + +Procedure TScreenCredits.Draw_FunkyText; +var + S: Integer; + X,Y,A: Real; + visibleText: PChar; +begin + SetFontSize(10); + //Init ScrollingText + if (CTime = Timings[7]) then + begin + //Set Position of Text + Credits_X := 600; + CurrentScrollStart:=1; + CurrentScrollEnd:=1; + end; + + if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then + begin + X:=0; + visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); + for S := 0 to length(visibleText)-1 do begin + Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi)); + SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000); + A:=0; + if (Credits_X+X < 15) then A:=0; + if (Credits_X+X >=15) then A:=Credits_X+X-15; + if Credits_X+X > 32 then A:=17; + glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17); + glPrintLetter(visibleText[S]); + X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + end; + if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin + Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + inc(CurrentScrollStart); + end; + visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); + if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin + inc(CurrentScrollEnd); + end; + end; +{ // timing hack + X:=5; + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + glColor4f(1, 1, 1, 1); + for S:=0 to high(CTime_hold) do begin + visibleText:=pchar(inttostr(CTime_hold[S])); + SetFontPos (500, X); + glPrint (Addr(visibleText[0])); + X:=X+20; + end;} +end; + +procedure Start3D; +begin + glMatrixMode(GL_PROJECTION); + glPushMatrix; + glLoadIdentity; + glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity; +end; +procedure End3D; +begin + glMatrixMode(GL_PROJECTION); + glPopMatrix; + glMatrixMode(GL_MODELVIEW); +end; + +procedure TScreenCredits.DrawCredits; +var + T,I: Cardinal; + X: Real; + Ver: PChar; + RuntimeStr: AnsiString; + Data: TFFTData; + j,k,l:cardinal; + f,g,h: Real; + STime:cardinal; + Delay:cardinal; + + myPixel: longword; + myColor: Cardinal; + myScale: Real; + myAngle: Real; + + +const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24), + (154,31),(156,58),(168,32),(203,36), + (258,34),(251,50),(274,93),(294,84), + (232,54),(278,62),(319,34),(336,92), + (347,23),(374,32),(377,58),(361,83), + (385,91),(405,91),(429,35),(423,51), + (450,32),(485,34),(444,91),(486,93)); + +begin + //dis does teh muiwk y0r + AudioPlayback.GetFFTData(Data); + + Log.LogStatus('',' JB-1'); + + T := GetTickCount div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + inc(CTime); + inc(CTime_hold); + Credits_X := Credits_X-2; + + Log.LogStatus('',' JB-2'); + if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then + begin +// CTime:=Timings[20]; +// CRDTS_Stage:=Outro; + + CRDTS_Stage:=Intro; + CTime:=0; + AudioPlayback.Play; + + end; + if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then + begin + CRDTS_Stage:=MainPart; + end; + if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then + begin + CRDTS_Stage:=Outro; + end; + end; + + Log.LogStatus('',' JB-3'); + + //draw background + if CRDTS_Stage=InitialDelay then + begin + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + end + else + if CRDTS_Stage=Intro then + begin + Start3D; + glPushMatrix; + + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + if CTime < Timings[1] then begin + myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together + myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera + end else begin // this is the part when the logo stands still + myScale:=0.5; + myAngle:=0; + end; + if CTime > Timings[2] then begin + myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers + myAngle:=0; + end; +// if CTime > Timings[3] then myScale:=1; // keep the space between layers + glTranslatef(0,0,-5+0.5*myScale); + if CTime > Timings[3] then myScale:=1; // keep the space between layers + if CTime > Timings[3] then begin // make logo rotate left and grow +// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]); + glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1); + glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1); + end; + if CTime < Timings[2] then + glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0); +// glScalef(0.5,0.5,0.5); + glScalef(4/3,-1,1); + glColor4f(1, 1, 1, 1); + + glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale); + glEnd; + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + glPopMatrix; + End3D; + + // do some sparkling effects + if (CTime < Timings[1]) and (CTime > Timings[21]) then + begin + for k:=1 to 3 do begin + l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5); + j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301); + GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0); + end; + end; + + // fade to white at end + if Ctime > Timings[6] then + begin + glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0,0); + glVertex2f(0,600); + glVertex2f(800,600); + glVertex2f(800,0); + glEnd; + glDisable(GL_BLEND); + end; + + end; + if (CRDTS_Stage=MainPart) then + // main credits screen background, scroller, logo and girl + begin + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,600/1024);glVertex2f(0, 600); + glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024,0);glVertex2f(800, 0); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // draw scroller + Draw_FunkyText; + +//######################################################################### +// draw credits names + + +Log.LogStatus('',' JB-4'); + +// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) + STime:=Timings[9]-10; + Delay:=Timings[10]-Timings[9]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(0,329,0); + if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end; + gltranslatef(223,0,0); + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + gltranslatef(223,0,0); + glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1); + gltranslatef(-223,0,0); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) + STime:=Timings[10]-10; + Delay:=Timings[11]-Timings[10]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+20) and (CTime<=STime+22) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+20 then begin + j:=CTime-Stime; + glscalef(j*j/400,j*j/400,j*j/400); + glrotatef(j*18.0,0,0,1); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + f:=j*10.0; + gltranslatef(f*3,-f,0); + glscalef(1+j/10,1+j/10,1+j/10); + glrotatef(j*9.0,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Canni (von links reinschieben, nach rechts oben rausschieben) + STime:=Timings[11]-10; + Delay:=Timings[12]-Timings[11]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + gltranslatef(((CTime-STime)*21.0)-210,0,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=(CTime-(STime+Delay-10))*21; + gltranslatef(j,-j/2,0); + end; + glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Commandio (von unten reinklappen, nach rechts oben rausklappen) + STime:=Timings[12]-10; + Delay:=Timings[13]-Timings[12]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=258.0-25.8*(CTime-STime) + else + f:=0; + g:=0; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end; + glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2); + glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326)); + glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4); + glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) + STime:=Timings[13]-35; + Delay:=Timings[14]-Timings[13]+5; + if CTime > STime then + begin + k:=0; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20; + ESC_Alpha:=10; + f:=CTime-STime; + if CTime <=STime+40 then j:=CTime-STime else j:=40; + if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600); + + glPushMatrix; + gltranslatef(180+(f-70),329,0); + glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Mog (von links reinklappen, nach rechts unten rausklappen) + STime:=Timings[14]-10; + Delay:=Timings[15]-Timings[14]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=326.0-32.6*(CTime-STime) + else + f:=0; + + g:=0; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end; + glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5); + glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g); + glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4); + glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) + STime:=Timings[15]-10; + Delay:=Timings[16]-Timings[15]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + gltranslatef(223,0,0); + glrotatef((10-(CTime-STime))*9,0,0,1); + gltranslatef(-223,0,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + f:=j*10.0; + gltranslatef(-f*2,-f,0); + glscalef(1-j/10,1-j/10,1-j/10); + glrotatef(-j*9.0,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) + STime:=Timings[16]-10; + Delay:=Timings[17]-Timings[16]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + j:=STime+10-CTime; + f:=j*10.0; + gltranslatef(+f*2,+f/2,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + gltranslatef(0,-223,0); + glrotatef(integer(j)*-9,0,0,1); + gltranslatef(0,223,0); + glrotatef(j*9,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) + STime:=Timings[17]-10; + Delay:=Timings[18]-Timings[17]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=326.0-32.6*(CTime-STime) + else + f:=0; + + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end else + g:=0; + glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2); + glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4); + glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4); + glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + + Log.LogStatus('',' JB-103'); + +// #################################################################### +// do some twinkle stuff (kinda on beat) + if (CTime > Timings[8] ) and + (CTime < Timings[19] ) then + begin + k := 0; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + if Data[k]>0.2 then + begin + l := RandomRange(6,16); + j := RandomRange(0,27); + + GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0); + end; + end; + +//################################################# +// draw the rest of the main screen (girl and logo + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(800-393, 0); + glTexCoord2f(0,600/1024);glVertex2f(800-393, 600); + glTexCoord2f(393/512,600/1024); glVertex2f(800, 600); + glTexCoord2f(393/512,0);glVertex2f(800, 0); + glEnd; +{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,112/128);glVertex2f(0, 112); + glTexCoord2f(497/512,112/128); glVertex2f(497, 112); + glTexCoord2f(497/512,0);glVertex2f(497, 0); + glEnd; +} + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + // fade out at end of main part + if Ctime > Timings[19] then + begin + glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0,0); + glVertex2f(0,600); + glVertex2f(800,600); + glVertex2f(800,0); + glEnd; + glDisable(GL_BLEND); + end; + end + else + if (CRDTS_Stage=Outro) then + begin + if CTime=Timings[20] then begin + CTime_hold:=0; + AudioPlayback.Stop; + AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3'); + AudioPlayback.Play; + AudioPlayback.SetVolume(20); + AudioPlayback.SetLoop(True); + end; + if CTime_hold > 231 then begin + AudioPlayback.Play; + Ctime_hold:=0; + end; + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + // do something useful + // outro background + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,600/1024);glVertex2f(0, 600); + glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024,0);glVertex2f(800, 0); + glEnd; + + //outro overlays + glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3); + glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,223/256);glVertex2f(0, 223); + glTexCoord2f(487/512,223/256); glVertex2f(487, 223); + glTexCoord2f(487/512,0);glVertex2f(487, 0); + glEnd; + + ESC_Alpha:=20; + if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then + ESC_Alpha:=0 + else inc(ESC_Alpha); + if ESC_Alpha > 20 then ESC_Alpha:=20; + glColor4f(1, 1, 1, ESC_Alpha/20); + glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(800-310, 600-247); + glTexCoord2f(0,247/256);glVertex2f(800-310, 600); + glTexCoord2f(310/512,247/256); glVertex2f(800, 600); + glTexCoord2f(310/512,0);glVertex2f(800, 600-247); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // outro scrollers? + // ... + end; + +{ // draw credits runtime counter + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + SetFontPos (5, 5); + glColor4f(1, 1, 1, 1); +// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); + RuntimeStr:='CTime: '+inttostr(CTime); + glPrint (Addr(RuntimeStr[1])); +} + + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, myTex); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(100, 100); + glTexCoord2f(0,1);glVertex2f(100, 200); + glTexCoord2f(1,1); glVertex2f(200, 200); + glTexCoord2f(1,0);glVertex2f(200, 100); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + + // make the stars shine + GoldenRec.Draw; +end; + +end. diff --git a/Game/Code/Screens/UScreenEdit.pas b/Game/Code/Screens/UScreenEdit.pas index 49adb994..00feddbf 100644 --- a/Game/Code/Screens/UScreenEdit.pas +++ b/Game/Code/Screens/UScreenEdit.pas @@ -38,7 +38,7 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenMain); // Result := false; end; @@ -46,7 +46,7 @@ begin begin if Interaction = 0 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenEditConvert); end; // if Interaction = 1 then begin @@ -56,7 +56,7 @@ begin if Interaction = 1 then begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenMain); end; end; diff --git a/Game/Code/Screens/UScreenEditConvert.pas b/Game/Code/Screens/UScreenEditConvert.pas index a523afd2..304c2259 100644 --- a/Game/Code/Screens/UScreenEditConvert.pas +++ b/Game/Code/Screens/UScreenEditConvert.pas @@ -121,7 +121,7 @@ begin {$IFDEF UseMIDIPort} MidiFile.StopPlaying; {$ENDIF} - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenEdit); end; @@ -129,7 +129,7 @@ begin begin if Interaction = 0 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); ScreenOpen.BackScreen := @ScreenEditConvert; FadeTo(@ScreenOpen); end; diff --git a/Game/Code/Screens/UScreenEditSub.pas b/Game/Code/Screens/UScreenEditSub.pas index 57d6777e..4d971c63 100644 --- a/Game/Code/Screens/UScreenEditSub.pas +++ b/Game/Code/Screens/UScreenEditSub.pas @@ -1277,7 +1277,7 @@ begin for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then begin - AudioPlayback.PlayClick; + AudioPlayback.PlaySound(SoundLib.Click); LastClick := AktBeat; end; end; diff --git a/Game/Code/Screens/UScreenLevel.pas b/Game/Code/Screens/UScreenLevel.pas index e5deb6ba..16e24027 100644 --- a/Game/Code/Screens/UScreenLevel.pas +++ b/Game/Code/Screens/UScreenLevel.pas @@ -38,7 +38,7 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenName); end; @@ -46,7 +46,7 @@ begin begin Ini.Difficulty := Interaction; Ini.SaveLevel; - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); //Set Standard Mode ScreenSong.Mode := smNormal; FadeTo(@ScreenSong); diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas index a4dc5f0d..5824d9fe 100644 --- a/Game/Code/Screens/UScreenMain.pas +++ b/Game/Code/Screens/UScreenMain.pas @@ -94,7 +94,7 @@ begin //Credits_Y := 600; //Credits_Alpha := 0; //Credits_Visible := True; - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenCredits); end; end; @@ -102,20 +102,20 @@ begin begin if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenPartyOptions); end; end; SDLK_S: begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenStatMain); end; SDLK_E: begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenEdit); end; @@ -126,7 +126,7 @@ begin begin if (Songs.SongList.Count >= 1) then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1; if (Ini.Players = 4) then PlayersPlay := 6; @@ -144,7 +144,7 @@ begin begin if (Length(DLLMan.Plugins)>=1) then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenPartyOptions); end else //show error message, No Plugins Loaded @@ -157,21 +157,21 @@ begin //Stats if Interaction = 2 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenStatMain); end; //Editor if Interaction = 3 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenEdit); end; //Options if Interaction = 4 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenOptions); end; diff --git a/Game/Code/Screens/UScreenName.pas b/Game/Code/Screens/UScreenName.pas index 76e79a3b..f33d6409 100644 --- a/Game/Code/Screens/UScreenName.pas +++ b/Game/Code/Screens/UScreenName.pas @@ -158,7 +158,7 @@ begin SDLK_ESCAPE : begin Ini.SaveNames; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); if GoTo_SingScreen then FadeTo(@ScreenSong) else @@ -170,7 +170,7 @@ begin for I := 1 to 6 do Ini.Name[I-1] := Button[I-1].Text[0].Text; Ini.SaveNames; - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); if GoTo_SingScreen then FadeTo(@ScreenSing) diff --git a/Game/Code/Screens/UScreenOpen.pas b/Game/Code/Screens/UScreenOpen.pas index 30404d6e..5d78fb31 100644 --- a/Game/Code/Screens/UScreenOpen.pas +++ b/Game/Code/Screens/UScreenOpen.pas @@ -59,7 +59,7 @@ begin begin //Empty Filename and go to last Screen FileName := ''; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(BackScreen); end; @@ -68,14 +68,14 @@ begin if (Interaction = 2) then begin //Update Filename and go to last Screen FileName := Text[TextN].Text; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(BackScreen); end else if (Interaction = 1) then begin //Empty Filename and go to last Screen FileName := ''; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(BackScreen); end; end; diff --git a/Game/Code/Screens/UScreenOptions.pas b/Game/Code/Screens/UScreenOptions.pas index bcd781cc..4e39fe21 100644 --- a/Game/Code/Screens/UScreenOptions.pas +++ b/Game/Code/Screens/UScreenOptions.pas @@ -38,57 +38,57 @@ begin SDLK_BACKSPACE : begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenMain); end; SDLK_RETURN: begin if SelInteraction = 0 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenOptionsGame); end; if SelInteraction = 1 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenOptionsGraphics); end; if SelInteraction = 2 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenOptionsSound); end; if SelInteraction = 3 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenOptionsLyrics); end; if SelInteraction = 4 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenOptionsThemes); end; if SelInteraction = 5 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenOptionsRecord); end; if SelInteraction = 6 then begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenOptionsAdvanced); end; if SelInteraction = 7 then begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenMain); end; end; diff --git a/Game/Code/Screens/UScreenOptionsAdvanced.pas b/Game/Code/Screens/UScreenOptionsAdvanced.pas index 0d40b7ec..e2c30bf1 100644 --- a/Game/Code/Screens/UScreenOptionsAdvanced.pas +++ b/Game/Code/Screens/UScreenOptionsAdvanced.pas @@ -34,7 +34,7 @@ begin SDLK_BACKSPACE : begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; SDLK_RETURN: @@ -43,7 +43,7 @@ begin //if SelInteraction = 7 then begin if SelInteraction = 6 then begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; end; @@ -56,7 +56,7 @@ begin //SelectLoadAnimation Hidden because it is useless atm //if (SelInteraction >= 0) and (SelInteraction <= 6) then begin if (SelInteraction >= 0) and (SelInteraction <= 5) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractInc; end; end; @@ -65,7 +65,7 @@ begin //SelectLoadAnimation Hidden because it is useless atm //if (SelInteraction >= 0) and (SelInteraction <= 6) then begin if (SelInteraction >= 0) and (SelInteraction <= 5) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractDec; end; end; diff --git a/Game/Code/Screens/UScreenOptionsGame.pas b/Game/Code/Screens/UScreenOptionsGame.pas index 6cd0a20c..15b538a5 100644 --- a/Game/Code/Screens/UScreenOptionsGame.pas +++ b/Game/Code/Screens/UScreenOptionsGame.pas @@ -35,14 +35,14 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); RefreshSongs; FadeTo(@ScreenOptions); end; SDLK_RETURN: begin if SelInteraction = 6 then begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); RefreshSongs; FadeTo(@ScreenOptions); end; @@ -55,7 +55,7 @@ begin begin if (SelInteraction >= 0) and (SelInteraction <= 5) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractInc; end; end; @@ -63,7 +63,7 @@ begin begin if (SelInteraction >= 0) and (SelInteraction <= 5) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractDec; end; end; diff --git a/Game/Code/Screens/UScreenOptionsGraphics.pas b/Game/Code/Screens/UScreenOptionsGraphics.pas index 947d506b..4ceeeb32 100644 --- a/Game/Code/Screens/UScreenOptionsGraphics.pas +++ b/Game/Code/Screens/UScreenOptionsGraphics.pas @@ -34,7 +34,7 @@ begin SDLK_BACKSPACE : begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; SDLK_RETURN: @@ -44,7 +44,7 @@ begin end;} if SelInteraction = 5 then begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; end; @@ -55,14 +55,14 @@ begin SDLK_RIGHT: begin if (SelInteraction >= 0) and (SelInteraction <= 4) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractInc; end; end; SDLK_LEFT: begin if (SelInteraction >= 0) and (SelInteraction <= 4) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractDec; end; end; diff --git a/Game/Code/Screens/UScreenOptionsLyrics.pas b/Game/Code/Screens/UScreenOptionsLyrics.pas index 8d70eec9..7275efed 100644 --- a/Game/Code/Screens/UScreenOptionsLyrics.pas +++ b/Game/Code/Screens/UScreenOptionsLyrics.pas @@ -34,14 +34,14 @@ begin SDLK_BACKSPACE : begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; SDLK_RETURN: begin if SelInteraction = 3 then begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; end; @@ -52,14 +52,14 @@ begin SDLK_RIGHT: begin if (SelInteraction >= 0) and (SelInteraction <= 2) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractInc; end; end; SDLK_LEFT: begin if (SelInteraction >= 0) and (SelInteraction <= 2) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractDec; end; end; diff --git a/Game/Code/Screens/UScreenOptionsRecord.pas b/Game/Code/Screens/UScreenOptionsRecord.pas index 65d016c7..130c3551 100644 --- a/Game/Code/Screens/UScreenOptionsRecord.pas +++ b/Game/Code/Screens/UScreenOptionsRecord.pas @@ -1,212 +1,232 @@ -unit UScreenOptionsRecord; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; - -type - TScreenOptionsRecord = class(TMenu) - private - SelectSlideInput: integer; - SelectSlideChannelL: integer; - SelectSlideChannelR: integer; - public - constructor Create; override; - function Draw: boolean; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure onHide; override; - procedure UpdateCard; - end; - -implementation - -uses SysUtils, - UGraphic, - URecord, - UDraw, - UMain, - ULog; - -function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - SDLK_ESCAPE, - SDLK_BACKSPACE: - begin - Ini.Save; - AudioPlayback.PlayBack; - FadeTo(@ScreenOptions); - end; - SDLK_RETURN: - begin - if SelInteraction = 5 then begin - Ini.Save; - AudioPlayback.PlayBack; - FadeTo(@ScreenOptions); - end; - end; - SDLK_DOWN: - InteractNext; - SDLK_UP : - InteractPrev; - SDLK_RIGHT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 4) then begin - AudioPlayback.PlayOption; - InteractInc; - end; -// if SelInteraction = 0 then UpdateCard; - UpdateCard; - end; - SDLK_LEFT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 4) then begin - AudioPlayback.PlayOption; - InteractDec; - end; - UpdateCard; -// if SelInteraction = 0 then UpdateCard; - end; - end; - end; -end; - -constructor TScreenOptionsRecord.Create; -var - I: integer; - SC: integer; - SCI: integer; -begin - inherited Create; - - LoadFromTheme(Theme.OptionsRecord); - - SetLength(ICard, Length(AudioInputProcessor.SoundCard)); - for SC := 0 to High(AudioInputProcessor.SoundCard) do - ICard[SC] := AudioInputProcessor.SoundCard[SC].Description; - - if (Length(AudioInputProcessor.SoundCard) > 0) then - begin - SetLength(IInput, Length(AudioInputProcessor.SoundCard[Ini.Card].Input)); - for SCI := 0 to High(AudioInputProcessor.SoundCard[Ini.Card].Input) do - IInput[SCI] := AudioInputProcessor.SoundCard[Ini.Card].Input[SCI].Name; - - - AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Ini.Card, ICard); - - SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, Ini.CardList[0].Input, IInput); - SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL, Ini.CardList[0].ChannelL, IChannel); - SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR, Ini.CardList[0].ChannelR, IChannel); - - AddSelect(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost); - end; - - AddButton(Theme.OptionsRecord.ButtonExit); - if (Length(Button[0].Text)=0) then - AddButtonText(14, 20, Theme.Options.Description[7]); - - Interaction := 0; -end; - -procedure TScreenOptionsRecord.onShow; -begin - Interaction := 0; - writeln( 'AudioInput.CaptureStart') ; - - PlayersPlay := 2; // TODO : This needs fixing - AudioInput.CaptureStart; - -end; - -procedure TScreenOptionsRecord.onHide; -begin - AudioInput.CaptureStop; -end; - -procedure TScreenOptionsRecord.UpdateCard; -var - SC: integer; - SCI: integer; -begin - writeln( 'Update Card') ; - AudioInput.CaptureStop; - try - SC := Ini.Card; - // if SC = 1 then beep; - - SetLength(IInput, Length(AudioInputProcessor.SoundCard[SC].Input)); - for SCI := 0 to High(AudioInputProcessor.SoundCard[SC].Input) do begin - IInput[SCI] := AudioInputProcessor.SoundCard[SC].Input[SCI].Name; - // Log.LogError(IInput[SCI]); - end; - - - UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectSlideInput, IInput, Ini.CardList[SC].Input); - UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelL, SelectSlideChannelL, IChannel, Ini.CardList[SC].ChannelL); - UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelR, SelectSlideChannelR, IChannel, Ini.CardList[SC].ChannelR); - - finally - AudioInput.CaptureStart; - end; -end; - -function TScreenOptionsRecord.Draw: boolean; -begin - DrawBG; - DrawFG; - - // TODO : this needs to be positioned correctly - if PlayersPlay = 1 then - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - - if PlayersPlay = 2 then begin - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); - end; - - if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); - end; - if ScreenAct = 2 then begin - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); - end; - end; - - if PlayersPlay = 3 then begin - SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); - end; - - if PlayersPlay = 6 then begin - if ScreenAct = 1 then begin - SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); - end; - if ScreenAct = 2 then begin - SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); - end; - end; - - Result := True; -end; - - -end. +unit UScreenOptionsRecord; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptionsRecord = class(TMenu) + private + Card: integer; // current input device + + SelectSlideInput: integer; + SelectSlideChannelL: integer; + SelectSlideChannelR: integer; + public + constructor Create; override; + function Draw: boolean; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure UpdateCard; + end; + +implementation + +uses SysUtils, + UGraphic, + URecord, + UDraw, + UMain, + ULog; + +function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + SDLK_ESCAPE, + SDLK_BACKSPACE: + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 5 then begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 4) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; +// if SelInteraction = 0 then UpdateCard; + UpdateCard; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 4) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + UpdateCard; +// if SelInteraction = 0 then UpdateCard; + end; + end; + end; +end; + +constructor TScreenOptionsRecord.Create; +var + SC: integer; + SCI: integer; + InputDevice: TAudioInputDevice; + InputDeviceCfg: PInputDeviceConfig; +begin + inherited Create; + + Card := 0; + + LoadFromTheme(Theme.OptionsRecord); + + SetLength(ICard, Length(AudioInputProcessor.Device)); + for SC := 0 to High(AudioInputProcessor.Device) do + ICard[SC] := AudioInputProcessor.Device[SC].Description; + + if (Card > High(AudioInputProcessor.Device)) then + Card := 0; + + if (Length(AudioInputProcessor.Device) > 0) then + begin + InputDevice := AudioInputProcessor.Device[Card]; + InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex]; + + SetLength(IInput, Length(InputDevice.Source)); + for SCI := 0 to High(InputDevice.Source) do + IInput[SCI] := InputDevice.Source[SCI].Name; + + AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Card, ICard); + + SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, + InputDeviceCfg^.Input, IInput); + SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL, + InputDeviceCfg^.ChannelToPlayerMap[0], IChannel); + SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR, + InputDeviceCfg^.ChannelToPlayerMap[1], IChannel); + + AddSelect(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost); + end; + + AddButton(Theme.OptionsRecord.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + + Interaction := 0; +end; + +procedure TScreenOptionsRecord.onShow; +begin + Interaction := 0; + writeln( 'AudioInput.CaptureStart') ; + + PlayersPlay := 2; // TODO : This needs fixing + AudioInput.CaptureStart; + +end; + +procedure TScreenOptionsRecord.onHide; +begin + AudioInput.CaptureStop; +end; + +procedure TScreenOptionsRecord.UpdateCard; +var + SourceIndex: integer; + InputDevice: TAudioInputDevice; + InputDeviceCfg: PInputDeviceConfig; +begin + Log.LogStatus('Update input-device', 'TScreenOptionsRecord.UpdateCard') ; + + AudioInput.CaptureStop; + + if (Card > High(AudioInputProcessor.Device)) then + Card := 0; + + if (Length(AudioInputProcessor.Device) > 0) then + begin + InputDevice := AudioInputProcessor.Device[Card]; + InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex]; + + SetLength(IInput, Length(InputDevice.Source)); + for SourceIndex := 0 to High(InputDevice.Source) do begin + IInput[SourceIndex] := InputDevice.Source[SourceIndex].Name; + end; + + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectSlideInput, IInput, + InputDeviceCfg^.Input); + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelL, SelectSlideChannelL, IChannel, + InputDeviceCfg^.ChannelToPlayerMap[0]); + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelR, SelectSlideChannelR, IChannel, + InputDeviceCfg^.ChannelToPlayerMap[1]); + end; + + AudioInput.CaptureStart; +end; + +function TScreenOptionsRecord.Draw: boolean; +begin + DrawBG; + DrawFG; + + // TODO : this needs to be positioned correctly + if PlayersPlay = 1 then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + + if PlayersPlay = 2 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + if ScreenAct = 2 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); + end; + end; + + if PlayersPlay = 3 then begin + SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + if ScreenAct = 2 then begin + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); + end; + end; + + Result := True; +end; + + +end. diff --git a/Game/Code/Screens/UScreenOptionsSound.pas b/Game/Code/Screens/UScreenOptionsSound.pas index 64a0413f..da5c6e90 100644 --- a/Game/Code/Screens/UScreenOptionsSound.pas +++ b/Game/Code/Screens/UScreenOptionsSound.pas @@ -34,14 +34,14 @@ begin SDLK_BACKSPACE : begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; SDLK_RETURN: begin if SelInteraction = 6 then begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; end; @@ -52,14 +52,14 @@ begin SDLK_RIGHT: begin if (SelInteraction >= 0) and (SelInteraction <= 6) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractInc; end; end; SDLK_LEFT: begin if (SelInteraction >= 0) and (SelInteraction <= 6) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractDec; end; end; diff --git a/Game/Code/Screens/UScreenOptionsThemes.pas b/Game/Code/Screens/UScreenOptionsThemes.pas index 114a5e45..239f98fe 100644 --- a/Game/Code/Screens/UScreenOptionsThemes.pas +++ b/Game/Code/Screens/UScreenOptionsThemes.pas @@ -53,7 +53,7 @@ begin UGraphic.UnLoadScreens(); UGraphic.LoadScreens(); - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; SDLK_RETURN: @@ -67,7 +67,7 @@ begin UGraphic.UnLoadScreens(); UGraphic.LoadScreens(); - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenOptions); end; end; @@ -79,7 +79,7 @@ begin begin if (SelInteraction >= 0) and (SelInteraction <= 2) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractInc; end; end; @@ -87,7 +87,7 @@ begin begin if (SelInteraction >= 0) and (SelInteraction <= 2) then begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractDec; end; end; diff --git a/Game/Code/Screens/UScreenPartyNewRound.pas b/Game/Code/Screens/UScreenPartyNewRound.pas index 2f07dcb0..198708cc 100644 --- a/Game/Code/Screens/UScreenPartyNewRound.pas +++ b/Game/Code/Screens/UScreenPartyNewRound.pas @@ -101,13 +101,13 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); end; SDLK_RETURN: begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); if DLLMan.Selected.LoadSong then begin //Select PartyMode ScreenSong diff --git a/Game/Code/Screens/UScreenPartyOptions.pas b/Game/Code/Screens/UScreenPartyOptions.pas index c8cb2bb5..1b5cf976 100644 --- a/Game/Code/Screens/UScreenPartyOptions.pas +++ b/Game/Code/Screens/UScreenPartyOptions.pas @@ -66,7 +66,7 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenMain); end; @@ -125,7 +125,7 @@ begin // to-do : Party //PartySession.StartNewParty(Rounds + 2); - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); //Go to Player Screen FadeTo(@ScreenPartyPlayer); end; @@ -137,7 +137,7 @@ begin SDLK_UP: InteractPrev; SDLK_RIGHT: begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractInc; //Change Playlist2 if Playlist is Changed @@ -152,7 +152,7 @@ begin end; SDLK_LEFT: begin - AudioPlayback.PlayOption; + AudioPlayback.PlaySound(SoundLib.Option); InteractDec; //Change Playlist2 if Playlist is Changed diff --git a/Game/Code/Screens/UScreenPartyPlayer.pas b/Game/Code/Screens/UScreenPartyPlayer.pas index 3bd33a5c..68f76952 100644 --- a/Game/Code/Screens/UScreenPartyPlayer.pas +++ b/Game/Code/Screens/UScreenPartyPlayer.pas @@ -186,7 +186,7 @@ begin SDLK_ESCAPE: begin Ini.SaveNames; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenPartyOptions); end; diff --git a/Game/Code/Screens/UScreenPartyScore.pas b/Game/Code/Screens/UScreenPartyScore.pas index 6215e65a..6b21323b 100644 --- a/Game/Code/Screens/UScreenPartyScore.pas +++ b/Game/Code/Screens/UScreenPartyScore.pas @@ -59,7 +59,7 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); {if (PartySession.CurRound < High(PartySession.Rounds)) then FadeTo(@ScreenPartyNewRound) else // to-do : Party @@ -71,7 +71,7 @@ begin SDLK_RETURN: begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); // to-do : Party {if (PartySession.CurRound < High(PartySession.Rounds)) then FadeTo(@ScreenPartyNewRound) diff --git a/Game/Code/Screens/UScreenPartyWin.pas b/Game/Code/Screens/UScreenPartyWin.pas index d8a3bd71..5960db06 100644 --- a/Game/Code/Screens/UScreenPartyWin.pas +++ b/Game/Code/Screens/UScreenPartyWin.pas @@ -52,13 +52,13 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenMain); end; SDLK_RETURN: begin - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenMain); end; end; diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index 5216477d..6a5b4e90 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -153,7 +153,7 @@ begin //Sound[0].BufferLong Finish; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenScore); end; diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas index 7d2eba07..ed827ec8 100644 --- a/Game/Code/Screens/UScreenSingModi.pas +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -75,6 +75,16 @@ type //procedure Pause; //Pause Mod(Toggles Pause) end; +type + TCustomSoundEntry = record + Filename : String; + Stream : TAudioPlaybackStream; + end; + +var + //Custom Sounds + CustomSounds: array of TCustomSoundEntry; + //Procedured for Plugin function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; //function Translate (const Name: PChar): PChar; stdcall; @@ -101,7 +111,7 @@ begin SDLK_BACKSPACE : begin Finish; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenPartyScore); end; @@ -656,14 +666,34 @@ begin end; function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +var + S: TAudioPlaybackStream; + I: Integer; + F: String; begin - Result := AudioPlayback.LoadCustomSound(String(Name)); + //Search for Sound in already loaded Sounds + F := UpperCase(SoundPath + FileName); + For I := 0 to High(CustomSounds) do + begin + if (UpperCase(CustomSounds[I].Filename) = F) then + begin + Result := I; + Exit; + end; + end; + + S := AudioPlayback.OpenSound(SoundPath + String(Name)); + if (S <> nil) then + Result := High(CustomSounds) + else + Result := 0; end; procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound begin - AudioPlayback.PlayCustomSound(Index); + if (Index <= High(CustomSounds)) then + AudioPlayback.PlaySound(CustomSounds[Index].Stream); end; end. ->>>>>>> .r429 + diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 4773cdac..3be0be84 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -29,6 +29,11 @@ uses type TScreenSong = class(TMenu) + private + EqualizerData: TFFTData; // moved here to avoid stack overflows + EqualizerBands: array of Byte; + EqualizerTime: Cardinal; + EqualizerTime2: Byte; public TextArtist: integer; TextTitle: integer; @@ -52,10 +57,6 @@ type is_jump: boolean; // Jump to Song Mod is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title - EqualizerBands: array of Byte; - EqualizerTime: Cardinal; - EqualizerTime2: Byte; - //Party Mod Mode: TSingMode; @@ -270,7 +271,7 @@ begin begin SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); - AudioPlayback.PlayChange; + AudioPlayback.PlaySound(SoundLib.Change); ChangeMusic; SetScroll4; @@ -291,7 +292,7 @@ begin begin SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); - AudioPlayback.PlayChange; + AudioPlayback.PlaySound(SoundLib.Change); ChangeMusic; SetScroll4; @@ -369,7 +370,7 @@ begin else begin AudioPlayback.Stop; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenMain); end; @@ -379,7 +380,7 @@ begin //When in party Mode then Ask before Close else if (Mode = smPartyMode) then begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); end; end; @@ -504,7 +505,7 @@ begin FixSelected; //Play Music: - AudioPlayback.PlayChange; + AudioPlayback.PlaySound(SoundLib.Change); ChangeMusic; end; @@ -547,7 +548,7 @@ begin FixSelected; //Play Music: - AudioPlayback.PlayChange; + AudioPlayback.PlaySound(SoundLib.Change); ChangeMusic; end; end; @@ -559,7 +560,7 @@ begin begin if (Songs.SongList.Count > 0) AND (Mode = smNormal) then begin - AudioPlayback.PlayChange; + AudioPlayback.PlaySound(SoundLib.Change); SelectNext; // InteractNext; // SongTarget := Interaction; @@ -573,7 +574,7 @@ begin SDLK_LEFT: begin if (Songs.SongList.Count > 0)AND (Mode = smNormal) then begin - AudioPlayback.PlayChange; + AudioPlayback.PlaySound(SoundLib.Change); SelectPrev; ChangeMusic; SetScroll4; @@ -655,7 +656,7 @@ begin begin SkipTo(Random(CatSongs.VisibleSongs)); end; - AudioPlayback.PlayChange; + AudioPlayback.PlaySound(SoundLib.Change); ChangeMusic; SetScroll4; @@ -1804,7 +1805,6 @@ end; procedure TScreenSong.DrawEqualizer; var - Data: TFFTData; //Audio Data I, J: Integer; Res: byte; A, B: Integer; @@ -1822,7 +1822,7 @@ begin if (A <> EqualizerTime) then begin EqualizerTime := A; - Data := AudioPlayback.GetFFTData; + AudioPlayback.GetFFTData(EqualizerData); B := 0; Pos := 0; @@ -1850,23 +1850,23 @@ begin end; if I > 35 then - Data[i] := Data[i] * 8 + EqualizerData[i] := EqualizerData[i] * 8 else if I > 11 then - Data[i] := Data[i] * 4.5 + EqualizerData[i] := EqualizerData[i] * 4.5 else - Data[i] := Data[i] * 1.1; + EqualizerData[i] := EqualizerData[i] * 1.1; - if (Data[i] >= 1) then - Data[i] := 0.9999999999999; + if (EqualizerData[i] >= 1) then + EqualizerData[i] := 0.9999999999999; try if ( assigned( Theme ) ) AND ( assigned( Theme.Song ) ) AND - ( i < length( Data ) ) THEN + ( i < length( EqualizerData ) ) THEN begin - if single( Data[i] ) > 1 then + if single( EqualizerData[i] ) > 1 then begin - lTmp := Single(Data[i]) * Theme.Song.Equalizer.Length; + lTmp := Single(EqualizerData[i]) * Theme.Song.Equalizer.Length; if lTmp > Pos then Pos := lTmp; end; @@ -1874,7 +1874,7 @@ begin except {$IFDEF FPC} on E:EInvalidOp do - writeln( 'UScreenSong - DOH !!!! ('+inttostr(i)+' '+ inttostr( integer( Data[i] ) )+' * '+ ')' ); + writeln( 'UScreenSong - DOH !!!! ('+inttostr(i)+' '+ inttostr( integer( EqualizerData[i] ) )+' * '+ ')' ); {$ENDIF} end @@ -1989,7 +1989,7 @@ begin end; end; - AudioPlayback.PlayChange; + AudioPlayback.PlaySound(SoundLib.Change); ChangeMusic; SetScroll; UpdateLCD; @@ -2129,7 +2129,7 @@ begin if (Songs.SongList.Count > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = smNormal) then begin AudioPlayback.Stop; - AudioPlayback.PlayStart; + AudioPlayback.PlaySound(SoundLib.Start); ScreenEditSub.Path := CatSongs.Song[Interaction].Path; ScreenEditSub.FileName := CatSongs.Song[Interaction].FileName; FadeTo(@ScreenEditSub); diff --git a/Game/Code/Screens/UScreenSongJumpto.pas b/Game/Code/Screens/UScreenSongJumpto.pas index 14228964..dfa90009 100644 --- a/Game/Code/Screens/UScreenSongJumpto.pas +++ b/Game/Code/Screens/UScreenSongJumpto.pas @@ -67,7 +67,7 @@ begin SDLK_ESCAPE: begin Visible := False; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); if (VisSongs = 0) AND (Length(Button[0].Text[0].Text) > 0) then begin ScreenSong.UnLoadDetailedCover; diff --git a/Game/Code/Screens/UScreenSongMenu.pas b/Game/Code/Screens/UScreenSongMenu.pas index 88b0de32..ae0bc9ba 100644 --- a/Game/Code/Screens/UScreenSongMenu.pas +++ b/Game/Code/Screens/UScreenSongMenu.pas @@ -96,7 +96,7 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); Visible := False; end; diff --git a/Game/Code/Screens/UScreenStatDetail.pas b/Game/Code/Screens/UScreenStatDetail.pas index 414055f9..d793baf0 100644 --- a/Game/Code/Screens/UScreenStatDetail.pas +++ b/Game/Code/Screens/UScreenStatDetail.pas @@ -53,7 +53,7 @@ begin SDLK_ESCAPE, SDLK_BACKSPACE : begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenStatMain); end; SDLK_RETURN: @@ -76,7 +76,7 @@ begin end; if Interaction = 3 then begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenStatMain); end; end; diff --git a/Game/Code/Screens/UScreenStatMain.pas b/Game/Code/Screens/UScreenStatMain.pas index f7257201..53154d6e 100644 --- a/Game/Code/Screens/UScreenStatMain.pas +++ b/Game/Code/Screens/UScreenStatMain.pas @@ -62,7 +62,7 @@ begin SDLK_BACKSPACE : begin Ini.Save; - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenMain); end; SDLK_RETURN: @@ -70,12 +70,12 @@ begin //Exit Button Pressed if Interaction = 4 then begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenMain); end else //One of the Stats Buttons Pressed begin - AudioPlayback.PlayBack; + AudioPlayback.PlaySound(SoundLib.Back); ScreenStatDetail.Typ := Interaction; FadeTo(@ScreenStatDetail); end; -- cgit v1.2.3